ARTISTIC RESEARCH REPORT GAMPSISS
(2024)
author(s): Micha Hamel
published in: Codarts
GAMPSISS was a comprehensive, 4-year collaborative, transdisciplinary project executed by Erasmus University (EUR), University for Techonolgy Delft (TUD), Willem de Kooning Art Academy Rotterdam, and the conservatoire of Rotterdam: Codarts.
In Year 1 we each conducted research in our own discipline, namely: on listening (Codarts), on persuasive games (TUD) and aligned these with the cultural sociological perspective (EUR) on concert audiences and concert experience. In Year 2, based on the knowledge gained, we jointly built a prototype of a game called 'Listening Space'. A game for the smartphone, to be played prior to a (classical music) concert to train listening skills, through awareness and playful practice of different listening modes. In Year 3, again with the entire team, we designed an interdisciplinary gamified performance called “Listening Mutant 2021” during which the audience worked through a wide range of listening games and training. This time the games were not only about music listening but also about social listening (listening to other people). The performance was played for a specially recruited diverse audience, and included orchestral music, theatrical scenes, audience participation, a quiz, a debate, a (new) smartphone game, an audio (headphones) story, all integrated into a total experience with a festival atmosphere. Due to COVID-19, it was not produced (in a modified version) until Year 4, and for a smaller audience than we originally envisioned. Year 4 we then finished analyzing, writing and reflecting. 'Listening Space' produced modest positive effects, and 'Listening Mutant' a major positive effect.
At the Willem de Kooning Academy in Years 2 and 3, we set up a GAMPSISS course in which all researchers taught. Students were asked to design listening games. Some of these served as inspiration for the games in “Listening Mutant 2021.
Two sub-studies were also conducted under the accolade of GAMPSISS, namely a study on what happens when people listen to a piece of music repeatedly (listening diaries, EUR, yet to be published) and a combination of empirical research and extensive desk research (Codarts) on listening from a predominantly philosophical perspective, resulting in a paper titled 'A concise theory of listening' that can be used in conservatories and music practices. The PHD candidate also conducted several more studies on other persuasive games (yet to be published).
Designing Games as 'Hands on Research Tools' for Foro No.2 Nodos Activos: 2023
(2023)
author(s): Yamil Hasbun Chavarría, Pamela Jiménez Jiménez
published in: Research Catalogue
This exposition recounts the design process behind the creation of a series of games implemented in the second forum of the Active Nodes project (Foro No.2 Nodos Activos), and the experiences obtained during the days in which the the Nodos Team carried out the activities in which the current research activities where materialized as games throughout the various installations of the Artistic Research, Teaching and Extension Center (CIDEA) and its surroundings where the four schools of art and design of the University Nacional, Costa Rica (UNA) converge:
The School of Art and Visual Communication (EACV), Performing Arts (EAE), School of Dance and Music school.
Since the general theme of this Second Nodos Activos forum was ‘Artistic Research through Play’, the participatory research tools developed here actually took the form of a games. Games created to have fun, create expectations, create curiosity, create empathy and friendships and create new artistic constructions through innovative research hands-on processes.
Aside from the researchers in charge of the Nodos Activos project, the creative team in charge of the development, design and ‘put to practice’ work implicit in all these research tools/games included EACV students Karolay Mendoza Castrillo, Marian Casanova Guzmán, Iván Sibaja Segura, and Nicole Barboza Alvarez; and EAE student Adrian Campos Chaves.
The present exhibition recounts the process of game design, while a second exhibition present in this catalog (Titled FORO NO.2 NODOS ACTIVOS, 2023: Artistic Research Through Playing. https://www.researchcatalogue.net/view/2431060/243106) recounts the experience of the process of playing the game itself.
FORO NO.2 NODOS ACTIVOS (2023): Artistic Research Through Playing (2023)
(2023)
author(s): Yamil Hasbun Chavarría, Pamela Jiménez Jiménez
published in: Research Catalogue
Systematization of the experiences lived in a space for reflection and dialogue between teachers, researchers and students from various artistic and design fields around the theme “artistic research through playing”.
The games implemented in this forum are the culmination of an extensive design and planning process summarized in a second exposition in this catalog titled DESIGN OF GAMES AS ‘HANDS ON RESEARCH TOOLS’ FOR FORUM No.2 NODOS ACTIVOS: 2023’ (
https://www.researchcatalogue.net/view/1920338/1920339)
This exhibition recounts the experience of playing those games during the month of October 2023, in the facilities of the Center for Artistic Research, Teaching and Extension (CIDEA) and their surroundings, where the four schools of arts and design of the University come together: School of Art and Visual Communication (EACV), Performing Arts (EAE), Dance School and Music School.
Aside from the researchers in charge of the Nodos Activos project, the creative team in charge of the development, design and ‘put to practice’ work implicit in all these research tools/games included EACV students Karolay Mendoza Castrillo, Marian Casanova Guzmán, Iván Sibaja Segura, and Nicole Barboza Alvarez; and EAE student Adrian Campos Chaves.
NUMB - exploring emotionally charged interactions to motivate reflection on non-fiction topics
(2023)
author(s): Elin Festøy
published in: University of Inland Norway
This PhD project in artistic research by Elin Festøy, research fellow at The Norwegian Film School, Innlandet University College, is situated in the field of interactive experiences. Festøy explores how emotionally charged interactions can be used to build trust and communicate non-fiction topics in a way that is more likely to motivate empathy and change. The artistic exploration consists of a consecutive row of conceptual VR experiences. The reflections turn to the role of freedom and agency in interactive experiences and how these can help build a trusting relationship between creator and participant.
Musings on Pure Play
(2021)
author(s): Marko Mikael Marila
published in: Research Catalogue
The experiment reported here seeks inspiration from the interplay in chess between the limitations set by the rules and the playfulness afforded by the instance of playing the game. I replaced the chess pieces with everyday objects that are somehow personally or historically important and familiar to the player. With this experimental performance, I did not wish to point at anything outside the confines of the game, but rather explore whether a game of chess with random everyday objects as pieces is possible in the first place and if any significant discoveries could be made when playing in such a fashion. I treated the rules of the game simply as a starting place or a template, and while successful playing will require basic understanding of the rules of the game, I anticipated that paying attention to and spending time with the objects themselves would be more important.
Dear _____, Please Imagine my Birthday
(2019)
author(s): Harold Hejazi
published in: University of the Arts Helsinki
How much of our sense of identity is filtered through social memory—the memory of others and our own? This is a reflection on a performative birthday which attempted to transplant the artist’s community from Victoria, Canada to Helsinki, Finland. Through the medium of larp, the performance explored the ways in which the self is socially produced and sustained through interaction, memory and community. In so doing, the larp offered a self-portrait in which the story of a self was produced collectively.
Play and Dance Improvisation: scores, games and challenges
(last edited: 2021)
author(s): Hermans Carolien
This exposition is in progress and its share status is: visible to all.
In the previous phases of my artistic research I built up a living archive of play activities that occurred close to my home. In the second phase, some of these play activities were re-enacted by dancers/performers in order to capture and get a deeper of understanding of the vitality affects, energy and intensities. In this phase I want to develop a play/dance improvisation workshop around the concept of participatory sense-making. I am therefore collecting games, scores, challenges that are developed by me or other.
Konsept spill
(last edited: 2020)
author(s): Ine Herberg Bolsveen
This exposition is in progress and its share status is: visible to all.
VR spillet har som mål å gi en bedre forståelse for hvorfor universell utforming er viktig.